0
edits
Changes
Explained threats, made TwOB clarification, realized attack roll penalties don't carry over to other attacks unless they say they do.
== Game Rule Components ==
=== Threats ===
You score a threat when you make a natural attack roll within your weapon's threat range. These threats are used to determine when to roll for critical hits as well as for some other mechanics, such as the Construct Lock feat from Races of Eberron which includes, "If you roll a critical threat against a [[SRD:Construct Type|construct]],...". More importantly, there is no current rule that you do not score threats against foes immune to criticals, and the rules as written say that you do. At one point in time the FAQ extolled that only the critical damage was stopped by critical immunity and that effects such as [[SRD:Flaming_Burst|flaming burst]] still functioned on a confirmed critical hit against a foe immune to criticals, so at the time the official opinion must have been that threats are scored against critical immune foes. The FAQ was revised to indicate that these effects do not work because there was no ''successful'' critical hit due to the immunity negating the critical hit. The revision did not touch on threats, therefore we follow the triple consensus of the rules as written, the rules as needed to work, and the unrevised past opinions of the FAQ.
=== Feats ===
Two with One Blow does not mean anything as written, because a Master Thrower can't get the ability to attack two adjacent foes from the Master Thrower class. It can be interpreted to mean she is granted this ability, but a much simpler solution is to insert the words "one of" before "two opponents" in the first sentence to read, "If a master thrower with this ability uses a thrown weapon to attack '''one of''' two opponents adjacent to each other,...". There is no known errata or FAQ on this, and this functions in almost exactly the same way as granting the ability, but doesn't completely disregard the structure of how the text was written.
=== Items ===
| 3rd || [[Final Class Progression::Monk 2]] || +2 || +5 || +3 || +3 || [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Combat Reflexes|Combat Reflexes]] || [[SRD:Evasion and Improved Evasion|Evasion]] || ||
|- class="{{Odd-Even}}"
| 4th || [[Final Class Progression::Fighter 1]] || +3 || +7 || +3 || +3 || [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] (Any)<sup>2,3</sup> || || ||Dex +1
|- class="{{Odd-Even}}"
| 5th || [[Final Class Progression::Swordsage 1]] || +3 || +7 || +5 || +5 || [[SRD:Weapon Focus|Weapon Focus]] (Desert Wind)<sup>4</sup> || Quick to act +1 || One of Claw at the Moon, Wolf Fang Strike or Rabid Wolf Strike, '''Blood in the Water''', 5 more maneuvers. ||
| 7th || Bloodstorm Blade 2 || +5 || +10 || +5 || +5 || || Martial throw, thunderous throw || || You should be able to afford at least one +1 aptitude 18-20 weapon.
|- class="{{Odd-Even}}"
| 8th || Bloodstorm Blade 3 || +6 /+1 || +10 || +6 || +6 || [[SRD:Precise Shot|Precise Shot]] || || ||Dex +1
|- class="{{Odd-Even}}"
| 9th || Bloodstorm Blade 4 || +7 /+2 || +11 || +6 || +6 || '''Lightning Mace''' || '''Lightning ricochet''' || || Your thrown weapons return instantly, build starts to work. You're barely able to afford a +1 aptitude keen weapon.
|- class="{{Odd-Even}}"
| 10th || Master Thrower 1 || +8 /+3 || +11 || +8 || +6 || [[SRD:Quick Draw|Quick Draw]] || || '''Two with One Blow''' ||
|- class="{{Odd-Even}}"
| 11th || Master Thrower 2 || +9 /+4 || +11 || +9 || +6 || || [[SRD:Evasion and Improved Evasion|Improved evasion]] || ||
|- class="{{Odd-Even}}"
| 12th || Master Thrower 3 || +10 /+5 || +12 || +9 || +7 || Optional Feat<sup>5</sup> || || Optional thrown weapon trick || Dex +1
|- class="{{Odd-Even}}"
| 13th || Master Thrower 4 || +11 /+6/+1 || +12 || +10 || +7 || || Snatch arrows || ||
|- class="{{Odd-Even}}"
| 14th || [[Final Class Progression::Master Thrower 5]] || +12 /+7/+2 || +12 || +10 || +7 || || Critical throw || Weak Spot || Hit on touch attacks, no longer need keen weapons
|- class="{{Odd-Even}}"
| 15th || Bloodstorm Blade 5 <sup>6</sup> || +13 /+8/+3 || +12 || +10 || +7 || Optional Feat<sup>5</sup> || Blood wind ricochet || ||
|- class="{{Odd-Even}}"
| 16th || Bloodstorm Blade 6 || +14 /+9/+4 || +13 || +11 || +8 || Optional Fighter Feat<sup>5</sup> || || ||Dex +1
|- class="{{Odd-Even}}"
| 17th || Bloodstorm Blade 7<sup>6</sup> || +15 /+10/+5 || +13 || +11 || +8 || || Eye of the storm || ||
|- class="{{Odd-Even}}"
| 18th || Bloodstorm Blade 8 || +16 /+11/+6/+1 || +14 || +11 || +8 || Optional Feat<sup>5</sup> || Blood rain || ||
|- class="{{Odd-Even}}"
| 19th || Bloodstorm Blade 9 || +17 /+12/+7/+2 || +14 || +12 || +9 || Optional Fighter Feat<sup>5</sup> || || ||
|- class="{{Odd-Even}}"
| 20th || [[Final Class Progression::Bloodstorm Blade 10]] || +18 /+13/+8/+3 || +15 || +12 || +9 || || Blade storm || || Dex +1. You can attack everything in range once as a full-round attack.
|- class="{{Odd-Even}}"
| colspan="10" class="foot" |
# This requires two [[UA:Character_Flaws|flaws]].
# Exotic weapon proficiency would be unnecessary if the warblade's weapon aptitude allows him to exchange the monk's exotic weapon proficiencies for other proficiencies; this would be the case if weapon and armor proficiencies given by classes were the same as being granted the feats.
==== Level 7 ====
Throw you aptitude weapon. Two things happen if the initial attack hits. First it generates a second attack from Chakram Ricochet which can strike any foe within 5' of the original target at -2. This attack gets any extra sneak-attack damage if any. Second, it spawns an extra adjacent attack at -2 from Boomerang Ricochet, this one without sneak-attack damage. If the Boomerang Ricochet hits, it ricochets again from Chakram Ricochet at an additional -2, and hits another foe within 5', again with a -2 penalty to attack. You can throw out your distracting ember to be the target of a ricochet to bounce the second Chakram Ricochet back if necessary. You can use Steely Strike to get +4 to attack at the expense of -4 AC.
==== Level 9 ====
Lightning Mace, Lightning Ricochet and Keen weapons. Each of your throws or ricochets that hits threatens 6/20ths of the time, generating an extra attack. On rounds with a distracting ember, throw your attack at it with both Boomerang and Chakram ricochets directed at your opponent, with the Chakram Ricochet off the Boomerang Ricochet directed back at the ember. To keep your ember alive to try to do unlimited damage , which is unlikely at this stage, choose to use non-lethal damage first.
==== Level 10 ====
With Two with One Blow, you can make a thrown attack against two adjacent foes at -4when you would have attacked one. Toss out an ember and attack it and the enemy next to it. You use only one attack roll, but roll critical confirmations separately. Chakram Ricochet causes a ricochet at -6 2 within 5' for each one you hit; when it does, you can choose to instead attack both again with Two with One Blow at an additional -4 for a total penalty of -6. If you hit eithertarget on the original attack, you get a Boomerang Ricochet (at -6) at 2 against something adjacent to one you hit. If the Boomerang Ricochet hits, you get another Chakram Ricochet at a total of -82, which can again be used to hit two adjacent targets with Two with One Blow at -6. For each threat made you get to start over with another original Two with One Blow +Boomerang Ricochet attackat the same bonus. You can hit your opponent up to five times per throw if you hit consistently, and your ember 4 times, giving you up to 9 chances to make threats.
=== Other Powers ===
=== Further Optimization ===
* Stop provoking AOs when attacking. The Defensive Throw trick can do this at level 14.
* Find a way to deny Dex bonuses to AC. The Sneaky Shot trick can do that, but [[SRD:Sleight_of_Hand_Skill|slight of hand]] is a cross-class skill for the other classes.
* Pick up Versatile Unarmed Strike (PHB II p85) and permanently change damage type of a weapon between bludgeoning, piercing, and slashing as a swift action.
* Get Roundabout Kick and force your DM to use only critical immune enemies.
* Pick up Boomerang Daze or other similar feats that let you add other effects to your attacks.
* Use Martial Strike to grab some extra mid-level power from any discipline to use on your recharge round or Martial Stance to get a stance to use against critical immune foes.
== Side Notes ==
=== Limitations ===
* Very technical for what it accomplishes
DM Counters: